Systems and methods for managing electronic interactive gaming-based investments

ABSTRACT

The field of the invention relates to systems and methods for facilitating investments through interactive online gaming. In one embodiment, an interactive electronic gaming system includes a game server for hosting a Web application game, accessible over a data network. One or more client communication devices are configured to access the game server. An index fund server is accessible over said data network for maintaining electronic investment portfolios. The game server is configured to intercept any electronic payment transactions over a payment gateway server through the Web application game from one or more client devices and redirect the intercepted transaction to the index fund server.

FIELD OF THE INVENTION

The field of the invention relates to systems and methods forcontrolling investment funds, and more particularly to systems andmethods for facilitating investments through interactive electronicgaming, such as by redirecting electronic commerce transactions fromsocial/gaming networks.

BACKGROUND OF THE INVENTION

A variety of financial investment programs exist to facilitateprotecting consumer assets. Among these programs, long-term investmentplans allow consumers/employees/users to save for theirfuture/retirement within an expected period of time.

When used correctly, these programs promote not only economic growth butalso personal financial safety. Investing resources provides fixedcapital (e.g., land, buildings, equipment) for the economy and potentialgain for the investor. The most effective long-term investments bear lowrisks and offer high profits. These investments minimize the effect ofmarket fluctuations and other risks to maximize the expected return.

Unfortunately, despite the potential reward of investing andrisk-aversion techniques, many employees fail to establish any long-terminvestment plan at all. In some cases, these investment programs are notalways available to a large portion of the population. Even whereavailable, many employees/consumers lack the motivation to invest over along period of time because it is difficult to visualize a high-expectedreturn without sufficient investment expertise. Accordingly,transactions costs (e.g., fees, commission, and so on) are high andemployees/consumers/users often are unwilling to accept the risk ofinvestment for an unknown reward.

Related to investment programs, some consumers choose savings topreserve their income. Savings are defined as income not spent (i.e.,deferred consumption) such as, for example, money put aside in a bank.This also includes reducing expenses. Savings are relatively accessibleto a larger group of users than most investments. A deposit accountpaying interest is often used to hold money for future needs. Typically,conventional saving methods earn low, fixed rates and presentcorrespondingly lower risks than investments. It is possible to investresources not spent as previously discussed; however, increased savingdoes not always correspond to increased investment. Nevertheless,consumers must still rely on self-discipline to save.

One method for encouraging financial asset protection provides real-timeinvestment projections during the consumer transaction process. Anexample is disclosed in a co-pending U.S. patent application Ser. No.13/366,499, filed Feb. 6, 2012, by the same inventor and assigned to thesame assignee of the instant application, which is hereby incorporatedby reference in its entirety. This approach pushes real-time investmentdata to a consumer based on a portion of their traditional consumertransactions. Having this immediate knowledge creates a nexus betweensavings/investments and consumer transactions, thereby motivatingconsumers to realize their long-term investment goals.

In addition to providing immediate knowledge of investment benefits(i.e., pushing potential investment benefits in real-time), competitionis also an effective catalyst for allocating consumer finances. Forexample, purchasing tickets for a raffle, betting on a race, entering atournament, and so on introduces a component of competition thatencourages consumers to spend their funds in return for the opportunityto compete and win. Access to competitive activities has expanded intoWeb-based environments. In fact, with the proliferation of onlinegaming, an increasing number of consumers have immediate access to spendfunds and “play” without leaving their computer.

Social networking systems—for instance, Facebook®, MySpace®, Twitter®,LinkedIn°, and so on—provides both a platform for online competition anda ready pool of consumers to participate. FarmVille, Poker, andCasteVille from Zynga, Inc.® in San Francisco, Calif. are only a fewexamples of Facebook® applications that allow its members to play overthe social network. In many of these applications, players can acquirevirtual currency (e.g., points, coins, and so on) to be spent in thegame, often through the exchange of actual funds (i.e., cash/credit).For example, FarmVille allows players to cultivate and care for virtualfarms and animals. Each player has the option to interact (e.g.,exchange goods, visit other farms, exchange services) with neighboringfarmlands, owned by other members of the social network. Farm Cash andFarm Coins are available for purchase and can be used during gameplay toharvest crops, purchase farm items (e.g., buildings, trees, animals),plow land, and so on. Farm Cash and Farm Coins cannot be exchanged foractual currency; therefore, exchanging actual funds for virtual currencyis a one-way transaction that minimally benefits the player.Nevertheless, players are motivated to spend their actual funds for achance to build a thriving virtual farm.

In another example, interactive online Poker allows players to meetother social members and play a number of card games. Actually currencycan be similarly exchanged for virtual credits during the game. For anumber of online interactive games, the winner is often determined bychance (e.g., rolling dice, collecting various items) and, in caseswhere virtual currency has cash value, actual consumer funds are lost. Auser's wins, losses, and virtual currency are maintained throughout thesystem.

Online gaming attracts participants through reward-based incentivessimilar to investments. As previously discussed, effective long-terminvestments bear low risks and offer high profits. Investments generallybear a high security of return within an expected period of time from athorough analysis of the risk of loss. Online gamers spend funds andplay games in search of a similar reward/return. However, unlikeinvestments, online gaming often involves a risk of loss that exceedsthe expected return. Competition may drive users to accept this riskbased on chance without thorough analysis. Consumers failing todifferentiate the risk associated with both investment returns andonline gaming rewards may not realize their financial goals. Instead,actual funds may be put at risk and lost to online competition.

Current online gaming applications are effective for introducing acomponent of competition to encourage users to spend their funds.Unfortunately, risk management concepts involving conventional onlinegaming fail to promote higher returns and economic growth, such as thoseassociated with long-term investments. Current gaming applicationsrarely provide the nexus between online gaming and savings/investmentsin order to encourage users to protect their assets through competitionand performance metrics (e.g., investment projections). Accordingly, animproved system and method for encouraging/facilitatinginvestments/savings through competitive incentives is desirable.

SUMMARY OF THE INVENTION

The field of the invention relates to systems and methods forcontrolling investment funds, and more particularly to systems andmethods for facilitating investments through interactive electronicgaming. In one embodiment, an interactive electronic gaming system mayinclude a game server for hosting a Web application game. The systemfurther includes one or more client communication devices configured toaccess the game server over a data network. The game server isconfigured to intercept any electronic payment transactions over apayment gateway server through the Web application game over the datanetwork. An index fund system is accessible over said data network formaintaining electronic investment portfolios. The game server isoperatively coupled to a computer program product, the computer programproduct having a computer-usable medium including a sequence ofinstructions which, when executed by a processor, causes said processorto execute a process that creates investment projections based on theintercepted payment transaction and redirects electronic transfers to aportfolio database.

The process includes the steps of hosting a game at the game server;intercepting a transaction through the payment gateway server, thetransaction having a first numerical amount of electronic funds to beexchanged for virtual currency; computing an expected return, whereinthe return is based on the investment of the first numerical amount ofelectronic funds; electronically publishing the expected return to theclient communication device; and electronically transferring the firstnumerical amount to the portfolio server over said data network inexchange for virtual currency to be used during said game. In analternative embodiment, the process further includes the step ofpublishing investment performance metrics to said game server over saiddata network, wherein said investment performance metrics compare theperformance of a user to other users of said game.

Other systems, methods, features and advantages of the invention will beor will become apparent to one with skill in the art upon examination ofthe following figures and detailed description. It is intended that allsuch additional systems, methods, features and advantages be includedwithin this description, be within the scope of the invention, and beprotected by the accompanying claims.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to better appreciate how the above-recited and other advantagesand objects of the inventions are obtained, a more particulardescription of the embodiments briefly described above will be renderedby reference to specific embodiments thereof, which are illustrated inthe accompanying drawings. It should be noted that the components in thefigures are not necessarily to scale, emphasis instead being placed uponillustrating the principles of the invention. Moreover, in the figures,like reference numerals designate corresponding parts throughout thedifferent views. However, like parts do not always have like referencenumerals. Moreover, all illustrations are intended to convey concepts,where relative sizes, shapes and other detailed attributes may beillustrated schematically rather than literally or precisely.

FIG. 1 is a schematic diagram of a network environment in accordancewith a preferred embodiment of the present invention.

FIG. 2 is a flowchart of a process in accordance with a preferredembodiment of the present invention.

FIG. 3 a is a sample screenshot of a virtual cash transaction from aconsumer device;

FIG. 3 b is a sample screenshot of a published computation delivered toa consumer device.

FIG. 4 a is a functional block diagram of a published social metric inaccordance with a preferred embodiment of the present invention;

FIG. 4 b is a sample screenshot of a published investment performancemetric on a social media platform; and

FIG. 5 is another flowchart of a process in accordance with analternative embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

As described above, competition is an effective catalyst for allocatingconsumer finances. Turning to FIG. 1, an exemplary online gaming system100 that facilitates long-term financial investments during interactivegaming is further illustrated in block-diagram form. The system 100includes an Index Fund System 102 having an index fund server 102Acontrolling access to a portfolio database 102B. Portfolio database 102Bstores electronic files representing financial investment fund accountinformation for users 105, including both individual and collectiveinvestment funds. In one embodiment, portfolio database 102B representsa collective investment scheme, such as storing various index funds.

As an example of a collective investment scheme, Index Funds Advisors(IFA) offer 100 Index Portfolios, which are individualized and indexedfunds to replicate the movement of an index of a specific financialmarket. Alternatively, portfolio database 102B may represent otherinvestment schemes, such as, social conscious funds, exchange-tradedfunds (ETF), mutual funds, fund of funds (FOF), pre-constructedportfolios, and so on. User input from users 105 may also specify aparticular scheme for storage.

As one of ordinary skill in the art would appreciate, portfolio database102B may be any type of storage device or storage medium such as harddisks, cloud storage, CD-ROMs, flash memory, DRAM and may also include acollection of devices (e.g., Redundant Array of Independent Disks(“RAID”)). Similarly, it should be understood that Index Fund Server102A and portfolio database 102B could reside on the same computingdevice or on different computing devices. The information from database102B can be accessed over a data network 101, through respective networkconnections, represented as solid lines in FIG. 1. These networkconnections are wired or wireless and are implemented using any knownprotocol.

Data network 101 is a set of hardware, software, and protocols that isconfigured for electronic communication. For example, network 101 may beany one of a global data network (e.g., the Internet), a regional datanetwork, mobile/cellular wireless network, or a local area network. In apreferred embodiment, data network 101 represents a packet-switchednetwork for routing various data. The network 101 uses common high-levelprotocols, such as TCP/IP and may comprise multiple networks ofdiffering protocols connected through appropriate gateways.

The system 100 further includes a game server 104A communicativelylinked—such as through a Wide Area Network (WAN)—to a payment gatewayserver 103. It should also be understood that game server 104A andpayment gateway server 103 could reside on the same computing device oron different computing devices. The game server 104A further includes agame database 104B for storing user profiles (e.g., for users 105), gamemetrics (e.g., wins/losses, progress, history), in-game variables (e.g.,tokens, coins, virtual currency), and so on. Game server 104A is alsoconfigured to host a Web application 2000, such as an online interactivegame, stored in game database 104B.

For illustration purposes, game server 104A is discussed as a socialnetworking platform accessible in a variety of network configurations.Examples of known social networking platforms include, but are notlimited to, Facebook®, Twitter®, LinkedIn®, and MySpace®; however, gameserver 104A may also represent a stand-alone system or any similaronline gaming platform or telecommunications network. Accordingly, Webapplication 2000 represents a software application accessible throughthe social networking platform for members of the social network.However, Web application 2000 can also be a stand-alone software game orapplication that provides an interface to a third-party game. Examplesof stand-alone gaming systems include Sony®, Microsoft®, Nintendo®, andSega® gaming systems.

In yet another alternative embodiment, game server 104A includesstand-alone kiosks having hardware to receive financial deposits (i.e.,electronic payments and physical currency) from users 105. For example,game server 104A may represent, without limitation, slot machines, videoarcades, and coin sorting and counting machine. Accordingly, Webapplication 2000 represents a software application directly accessibleto perform casino gaming, video gaming, and currency collectionfunctions, respectively. Typically, coin sorting/counting machinesconverts loose change into paper currency, donations or gift cards for anominal fee or percentage. Additional information for the operation ofcoin-counting kiosks is disclosed in U.S. Pat. No. 7,028,827, filed Aug.12, 1996, by Molbak et al., to Coinstar, Inc., for a “CoinCounter/Sorter and Coupon/Voucher Dispensing Machine and Method,” whichis hereby incorporated by reference in its entirety.

One or more users 105 connect to game server 104A over data network 101.In one embodiment, users 105 access the gaming server 104A using clientdevices 105A, 105B, and 105N, each having a processor and storage medium(not shown). Devices 105A, 105B, and 105N are preferably portablecommunication devices, such as mobile phones, laptop computers, personaldigital assistants (PDA), and portable multimedia players. However,devices 105A, 105B, and 105N also include laptops, desktops,multiprocessor systems, microprocessor-based systems, programmableconsumer electronics, telephony systems, distributed computingenvironments, set top boxes, gaming systems, and so on. Devices 105A,105B, and 105N may further include a user interface console, such as atouch screen monitor (not shown), to allow the user/consumer to provideinput to the game (e.g., game commands through direction buttons,keyboards, dials, joysticks, and so on). For example, a player in thegame can move based on direction controls/buttons. The user interfaceconsole is also configured to preset various system parameters. Userdefined system parameters may include, but are not limited to,investment metrics, payment information, investment variables, gamecontrols, and external application accessibility. Client devices 105A,105B, and 105N are configured to run a Web browser 106 to allow users105 to connect to the data network 101, such as to game server 104A overthe Internet. Web browsers 106 are special-purpose application programsfor accessing, viewing, and traversing information resources on the Web,as is well understood and appreciated.

Alternatively, for game server 104A representing stand-alone kiosks(e.g., slot machines and coin sorting and counting machine) discussedabove, one or more users 105 access game server 104A directly. Thisallows users to directly deposit physical funds (e.g., cash) to beconverted to an electronic payment prior to transmission over datanetwork 101. For example, users 105 may play slot machines in a casinoand physically deposit cash to be used during gameplay.

In order to play an online interactive game, users 105 access gameserver 104A, which provides one or more games in operation, such as Webapplication 2000. Data from Web application 2000 is transmitted toclient devices 105A, 105B, and 105N (e.g., effected by Web browser 106)over data network 101. Similarly, users 105 may also access game server104A without client devices 105A, 105B, and 105N (e.g., casino slotmachines, coin counting machines, and so on). In a preferred embodiment,gameplay of Web application 2000 allows users 105 to cultivate virtualtree groves and/or forests. Users 105 plant and care for trees inexchange for virtual currency (e.g., virtual “acorns”). In analternative embodiment, gameplay of Web application 2000 allows users105 to “collect” or “capture” virtual currency. This interactiveapproach encourages users to play a game where the objective is tocollect as many virtual coins as possible.

As previously mentioned, for interactive gaming Web applications 2000that allow players to purchase virtual currency, the outcome of the gameoften involves a risk of loss that exceeds the expected return. In manycases, players pay an entry fee to participate in the game or purchasein-game credits for use during the game. This virtual currency isacquired through exchanging actual funds; however, actual fundstypically are not returned for virtual currency. Accordingly, purchasingvirtual currency is a one-way transaction that only benefits the playerduring the game. The competition of the online gaming applicationencourages users to spend their funds without actionable knowledgeregarding this one-way exchange. As a result, players may not have aneffective appreciation of these funds and often forego otheropportunities to save their money/earn rewards (e.g., long-terminvestments) for a fleeting virtual benefit.

One approach to address this issue is illustrated in FIG. 2, whichillustrates a process 2000 that may be executed within game server 104A(e.g., as Web application 2000). Process 2000 may consist of variousprogram modules including routines, scripts, programs, objects,components, data structures, threads and so on that perform particulartasks or implement particular abstract data types. The program modulescan be commercially available software tools using customobject-oriented code or discrete electrical components as integratedcircuits. In a distributed computing environment, these modules arelocated in both local and remote storage devices including memorystorage devices.

In a preferred embodiment, once users 105 begin an interactive onlinegame session on their client device 105A, 105B, and 105N, an option isprovided for users 105 to select from a list of long-term financialgoals (start block 2001). These long-term goals include, withoutlimitation, savings for purchasing homes, vacation homes, cars,retirement funds, college funds, luxury items, and so on. After users105 select one or more of these goals, this information is stored ingame database 104B in association with the respective user 105 profile(e.g., associated maps).

Subsequently, similar to conventional online games, users 105 then havethe option to purchase virtual game credits using actual funds. Gamecredits include virtual tokens, coins, and so on that can be exchangedin game operation for various game assets. Similarly, actual fundsinclude, without limitation, cash, rebates, reward points, credit, andso on. Online account-based systems—such as those available from PayPaland Google—allow users to securely transfer electronic payments fromnumerous financial accounts. Users 105 can transmit electronic paymentinformation using client devices 105A, 105B, and 105N over data network101 to game server 104A through respective network connections,represented as solid lines in FIG. 1. These network connections arewired or wireless and are implemented using any known protocol.Similarly, users 105 may also directly deposit actual funds to gameserver 104A. Electronic payment gateways are created upon transmissionof payment information to payment gateway server 103 over data network101, for example, via the Internet. As those of ordinary skill in theart would appreciate, payment gateways are application service providersto process and authorize the payment information.

Turning to FIG. 3 a, a sample screenshot 300 of this purchase option isshown. As illustrated, users 105 have several options 301 to exchangeactual funds (i.e., dollars, reward points, credit) for virtual cash(i.e., “acorns”). For each purchase option, an estimated future value isshown for possible returns based on a long-term investment of thepurchase amount, which will be further discussed below with reference toaction block 2004. A variety of credit and electronic payment optionsare provided to effect this transfer. Electronic payment gateways 103facilitate the transfer of payment information between client devices105A, 105B, and 105N and game server 104A.

Returning to FIG. 2, process 2000 listens for any transaction donethrough an approved gateway (listening block 2002) to intercept thetransmitted information (action block 2003). Instead of immediatelyforfeiting this electronic payment in a one-way exchange for virtualcurrency, this transmitted payment information is eligible forelectronic transfer into a high performance investment fund. Therefore,users 105—driven by competition—will have the option to determine thebest method for allocating these actual funds and continue to play thegame without losing any assets. In one embodiment, users 105 authorizeprocess 2000 to intercept payment information from client device 105A,105B, and 105N in real-time, prior to transmission. However, process2000 may also periodically poll payment gateway server 103 for recentpayment transactions. Client/server-based polling in network computingenvironments is well understood and appreciated.

Once this payment information is intercepted, process 2000 immediatelycomputes a projected return of a long-term investment of the interceptedpurchase payment (e.g., a 50-year investment) (action block 2004). In apreferred embodiment, this computation is based on the historicalperformance of portfolios designed according to Modern Portfolio Theory(MPT). For example, the predicted return may reflect the relative returnof similar investments based on composite stock market indices of likecompanies/sectors (e.g., indices for companies of a certain size,management, and so on). Additional information describing thisinvestment projection computation is disclosed in the previouslyreferenced co-pending U.S. patent application Ser. No. 13/366,499, filedFeb. 6, 2012, by the same inventor and assigned to the same assignee ofthe instant application.

This projected return is immediately published to users 105, such as toclient device 105A, 105B, or 105N, e.g., using server push or comparablepublish/subscribe-based data network communication. Therefore, users 105are immediately involved in the application of their possible financialsavings. Through projected effects of investment, users 105 have animmediate gauge of personal savings goals to make speedy, and educated,decisions for allocating assets during in-game purchases. An example ofthis published computation is shown in FIG. 3 b. Screenshot 310illustrates the specific computation for change (i.e., $0.50) investedover 50 years. Options 302 for investing are provided.

Having this actionable knowledge of possible investment returns based onthe in-game purchase, educated users 105 subsequently have the option toalter the amount to purchase/invest (decision block 2005). User input toclient device 105A, 105B, and 105N is used to adjust the purchaseamount. If a user 105 customizes their investment to meet their specificfinancial goals established in start block 2001 (i.e., increase ordecrease the virtual currency amount purchased), the investment value ismodified for transfer (action block 2006). A computed long-terminvestment projection is dynamically updated to reflect the manual entryof the purchase/investment amount (return to action block 2004).

In an alternative embodiment, users 105 are able to allocate a portionof the amount transferred to third-party sources (e.g., charitabledonations, alternative investment sources, and so on). Accordingly, apercentage of the funds to be invested is made eligible for alternativefinancial benefits for users 105.

Returning to process 2000, if the user 105 approves the purchase ofvirtual currency, the in-game variables and other game metrics areupdated as gameplay continues (action block 2007). As an example, in thepreferred game described above (i.e., cultivating forests/tree groves),for each long-term goal established in start block 2001, a virtual treegrove or forest represents the user's progress in reaching that goal.Action block 2007 queries portfolio database 102B, which maintainsinvestment fund information for each user 105, to determine the user'sactual investment returns (e.g., previously saved game progress). Basedon the percentage completed for the currently viewed goal (i.e., anyprevious investments in addition to the current investment), the numberof trees for that grove is updated to reflect the current in-gamepurchase. Users 105 can also navigate through their forests/groves, inaddition to the forests/groves of other social networking members, toview the progress of other long-term goals. As an additional advantage,the use of forests/groves ensures that users 105, without knowledge offinancial markets, appreciate the long-term commitment for realizingtheir financial goals in contrast to a short-term savings plan.

As another example, users 105 playing a slot-machine game can also usethe purchased virtual currency to continue gameplay. Each virtual creditmay represent a single spin of a slot-machine or other similar game.Alternatively, users 105 can also update their total deposit amount forcoin-counting deposits, as described above.

Over the course of time, users 105 can unlock other game-variables basedon their progress. For example, shareable “badges” are awarded whenusers reach certain financial milestones (i.e., progress of theirforests). Therefore, a user 105 investing ten times a week may unlock a“badge” rewarding their frequent purchases. Similar badges can beawarded for reaching various percentages of their goals (e.g., 5%, 10%,50%, and so on of the savings needed to complete a tree grove). Thesegame variables are updated and stored in game database 104B.

After database 104B is updated, the electronic payment information istransferred to an index fund on behalf of the user 105 (action block2008). Specifically, game server 104A transfers payment information toIndex Fund Server 102 over data network 101. The electronic funds areupdated in the users respective account maintained in portfolio database103. Therefore, compared to a one-way exchange for virtual currency,users 105 do not forfeit any actual funds. Instead, process 2000provides the advantages of reducing transactions costs for creatinginvestment portfolios and providing the expected future value of theinvestment. Unlike conventional online gaming, users 105—havingactionable knowledge of long-term investment benefits and driven bycompetition of online gaming—can then spend their money to “play”interactive games and receive financial benefits that extend beyond thelifetime of the virtual environment. Funds that may have been lost toonline gaming, gambling (e.g., slot machines), or conversion fees (e.g.,coin counting machines) are swept into high performance index funds onbehalf of users 105. Process 2000 returns to start block 2001 to monitorand intercept the next in-game transaction.

In an alternative embodiment for updating game metrics during gameplay,when a user 105 achieves certain milestones or wishes to share aspectsof their financial progress, game server 104A is configured to broadcasta user's 105 investment performance metric to one or more socialnetworking platforms. Turning to FIG. 4 a, a functional block diagram400 for publishing financial metrics is shown. When users 105 transferfunds to their portfolio database 102B via payment gateway 103, thepayment gateway 103 updates both the index fund server 102A with theamount to transfer into the user's 105 index fund account 102C. Eachtransfer may cause a user 105 to reach certain milestones or earn awardsduring gameplay, which subsequently can be compared to other users 105.

As previously mentioned, game server 104A is discussed as a socialnetworking platform. Accordingly, for each transfer via payment gateway103, game server 104A also creates investment metrics comparing a user's105 current savings/investments performance against thesavings/investments performance of other users 105. In a preferredembodiment, a graph 107 is used to illustrate the user's 105 performancecompared to the average return of other users 105 that started theirinvestment at the same time (e.g., same month or year). It should alsobe appreciated that graph 107 may similarly include investment progressbased on, for example, a specific user's 105 investment performance,in-game variables/awards (e.g., milestone awards, badges, and so on), aspecific group of users' 105 investment performance, a globalperformance rate, and the rates of other similarly situated users 105.This social metric graph 107 can be published on one or more socialmedia platforms 108, such as those represented via game server 104A(e.g., Facebook®, Twitter®, Linkedln®, MySpace®). With reference to FIG.4 b, a sample screenshot 410 illustrates a user's 105 profile 412 onsocial media platform 108. When users 105 achieve certain milestones orchoose to share aspects of their progress (e.g., from Web application2000), their investment performance metric 107 can be posted to anewsfeed 413. Users 105 can immediately view this information on clientdevice 105A, 105B, or 105N, e.g., using server push or comparablepublish/subscribe-based data network communication discussed above.Therefore, users 105 have an immediate gauge of relative investmentperformance to promote investing assets during in-game purchases.

Turning to FIG. 5, another process 5000 that encouragesinvestments/savings through competitive incentives is furtherillustrated in block-diagram form. Like with process 2000, process 5000begins when users 105 access an interactive online game session fromtheir client device 105A, 105B, and 105N or directly at game server104A. An option is provided to select from a list of long-term financialgoals (start block 5001), as discussed above. This selection issimilarly stored in game database 104B in association with therespective user 105 profile. Subsequently, users 105 are presented withan option to purchase virtual game credits using actual funds.

Like with process 2000, process 5000 monitors any transactions donethrough an approved gateway (listening block 5002) to intercept thetransmitted information (action block 5003). Once this paymentinformation is intercepted, process 5000 immediately computes aprojected return of a long-term investment of the intercepted purchasepayment (e.g., a 50-year investment) (action block 5004), as discussedin process 2000. This projected return is immediately published to users105, such as to client device 105A, 105B, or 105N, e.g., using serverpush or comparable publish/subscribe-based data network communication.With this information, users 105 have the option to alter the amount topurchase/invest (decision block 5005). If a user chooses to customizetheir investment to meet their specific financial goals established instart block 5001 (i.e., increase or decrease the purchase amount), theinvestment value is modified for transfer (action block 5006), andprocess 5000 computes an updated investment projection to reflect themanual entry (return to action block 5004). Similar to process 2000,users 105 can optionally allocate a portion of the amount transferred toa third-party source in decision block 5005.

Once the user 105 approves the purchase of virtual currency, the in-gamevariables and other game metrics are updated as gameplay continues(action block 5007). These game metrics include not only game variables(e.g., “badges,” forests, groves, and so on), but also the social mediaperformance metrics, discussed with reference to FIG. 4 a. Game server104A updates database 104B.

As illustrated in FIG. 5, prior to investing the electronic paymentafter game metrics are updated, process 5000 determines whethersufficient funds are present before an investment is made (decisionblock 5008). If sufficient funds are not present, process 5000 delaysany transfer of funds and electronically stores the amount, such aswithin client devices 105A, 105B, or 105N, until an aggregate amount issufficient for investment (action block 5009). By pooling togetherinvestors' funds, certain investments—for example, investments requiringa minimum dollar amount—for greater returns can be made. Aggregatingfunds to minimize the number of investment purchases also reducestransaction costs. Once a sufficient amount is present fortransfer—including previously held funds, client device 105A, 105B, and105N transfers a single bulk payment to Index Fund Server 102 forstorage in portfolio database 102B over data network 101 (action block5010). Process 5000 returns to action block 5002 to monitor andintercept the next in-game transaction over data network 101.Accordingly, process 5000 provides the advantage of further reducingtransaction costs for greater returns.

In the foregoing specification, the invention has been described withreference to specific embodiments thereof. It will, however, be evidentthat various modifications and changes may be made thereto withoutdeparting from the broader spirit and scope of the invention. Forexample, the reader is to understand that the specific ordering andcombination of process actions described herein is merely illustrative,and the invention may appropriately be performed using different oradditional process actions, or a different combination or ordering ofprocess actions. For example, this invention is particularly suited forsocial networking environments, such as social networking gamingapplications; however, the invention can be used for redirecting variousgaming purchases into investment funds. Additionally and obviously,features may be added or subtracted as desired. Accordingly, theinvention is not to be restricted except in light of the attached claimsand their equivalents.

What is claimed is:
 1. An interactive electronic gaming systemcomprising: a payment gateway server; a game server in electroniccommunication with said payment gateway server; one or more clientcommunication devices configured to create an electronic payment gatewaywith the payment gateway server during an in-game transaction, over adata network; a portfolio server, the portfolio server is accessible tothe client communication device over said data network; a portfoliodatabase in electronic communication to said portfolio server formaintaining electronic investment portfolios; wherein the game server isoperatively coupled to a computer program product, the computer programproduct having a computer-usable medium having a sequence ofinstructions which, when executed by a processor, causes said processorto execute a process that creates investment projections based on theintercepted payment transaction and redirects electronic transfers tosaid portfolio database, said process comprising: hosting at the gameserver a game, the game configured to receive electronic payments inexchange for virtual currency; intercepting a transaction through theelectronic payment gateway, the transaction having a first numericalamount of electronic funds in exchange for virtual currency; computingan expected return, wherein the return is based on the investment of thefirst numerical amount of electronic funds; electronically publishingthe expected return to the client communication device; andelectronically transferring the first numerical amount to the portfoliodatabase at the portfolio server over said data network in exchange forvirtual currency to be used during the game.
 2. The system of claim 1,wherein the process further includes the step of selecting long-termfinancial investment goals.
 3. The system of claim 2, wherein theprocess further includes the step of maintaining game metrics, said gamemetrics based on the relative performance of investments compared tosaid long-term financial investment goals.
 4. The system of claim 1,wherein the process further includes the step of publishing game metricsto said game server, said game metrics comparing a single user'sinvestment performance to the average investment performance for allusers stored in said portfolio database.
 5. The system of claim 1,wherein the process further includes the step of aggregating said firstnumerical amount with additional electronic funds prior to transferringsaid first numerical transaction amount.
 6. The system of claim 1,wherein said game server represents a social media platform.
 7. Thesystem of claim 1, wherein said game server represents a stand-alonekiosk configured to receive both electronic and physical funds.
 8. Thesystem of claim 1, wherein computing an expected return from investingthe first transaction reflects the historical performance of similarinvestments designed according to Modern Portfolio Theory (MPT).
 9. Thesystem of claim 1, wherein user input modifies the first transactionamount.
 10. The system of claim 1, wherein the portfolio serverrepresents a collective investment scheme.
 11. A method of redirectingin-game consumer transactions between a game server in electroniccommunication with a payment gateway server to a portfolio database,said payment gateway server configured to create an electronic paymentgateway with the game server, the method comprising: intercepting atransaction through the electronic payment gateway, the transactionhaving a first numerical amount of electronic funds in exchange forvirtual currency; computing an expected return, wherein the return isbased on the investment of the first numerical amount of electronicfunds; electronically publishing the expected return to the consumer;and electronically transferring the first numerical amount to theportfolio database over a data network in exchange for virtual currency.12. The method of claim 11, further comprising converting actual funds,deposited to the game server, to an electronic payment for transfer oversaid electronic payment gateway prior to intercepting said transaction.13. The method of claim 11, further comprising the step of hosting agame at the game server, the game configured to receive electronicpayments in exchange for virtual currency.
 14. The method of claim 13,further comprising publishing game metrics to said game server, saidgame metrics comparing the relative performance of a single consumer'sinvestment performance to the average investment performance forconsumer accounts stored in said portfolio database.
 15. The method ofclaim 11, further comprising aggregating said first numerical amountwith additional electronic funds prior to transferring said firstnumerical transaction amount.
 16. The method of claim 11, wherein saidgame server represents a social media platform.
 17. The method of claim11, wherein said game server represents a stand-alone kiosk.
 18. Themethod of claim 11, wherein computing an expected return from investingthe first transaction reflects the historical performance of similarinvestments designed according to Modern Portfolio Theory (MPT).
 19. Themethod of claim 11, further comprising modifying the first transactionamount based on user input.
 20. The method of claim 11, wherein saidportfolio database represents a collective investment scheme.